removing stun is a bad idea, its used on many big mobs with strong aoes, the only stun immune monsters are the bosses.

removing stun is a bad idea, its used on many big mobs with strong aoes, the only stun immune monsters are the bosses.


But how necessary is a stun specifically?
Especially when I've made Interject work against all interruptible skills (Be they ability or spells).
Also, I've encountered plenty of non-boss stun immune targets. As well as stunnable targets (Including some bosses) that are very useful to stun for interrupting AoE's that end up hitting DR due to the nature of some DPS classes having stuns on some of their skills (I.e. DRG with Spineshatter Dive, MNK with Shoulder Tackle) or other such sources of stuns (Holy from WHM for example).
What specifically is it about Stun that is so vital, that having a single skill that is globally useful for interrupting skills, that is unaffected by DR and thus will always be able to be used to interrupt skills when necessary cannot compete or outperform?
Like, I get that Stun, and especially Tank's longer duration Stuns, can be useful for mitigating damage by locking down a target for several seconds. But if mitigation isn't a concern or if WHM is going to be chain stunning mobs with Holy anyway... How important is this effect?

Stun helps alot when multipulling, Monsters like the big crab in Shisui is a good example "when it casts Flush" also the monster just before the final boss in Sirensong "when it casts Seductive Scream" and theres probably many more monsters like this where stun is a good idea to use. People are just too lazy to notice the monsters abilities and what they do. Stun is also used in pvp to keep a healer from casting spells for example.
Last edited by Windwalker; 03-31-2019 at 10:38 PM.


But... My change of Interject would stop that crab casting Flush. It'd also stop that miniboss casting Seductive Scream. Only, it'd be guaranteed that it'd work, because the crab wouldn't become immune to stun when the WHM in the party spams Holy (When you pull that crab alongside the next group of octopus and shark thing?) and that miniboss wouldn't end up becoming immune if you had a DRG/MNK in the party using their stun skills for DPS.Stun helps alot when multipulling, Monsters like the big crab in Shisui is a good example "when it casts Flush" also the monster just before the final boss in Sirensong "when it casts Seductive Scream" and theres probably many more monsters like this where stun is a good idea to use. People are just too lazy to notice the monsters abilities and what they do. Stun is also used in pvp to keep a healer from casting spells for example.
Similar thing would happen in PvP, where you could interrupt the healer casting spells (Also, due to the CD change I made, you could do it more frequently. If albeit, for shorter duration)
Again, why is STUN specifically necessary for these scenarios?
Just whining about how people are too stupid to interrupt these mechanics, when I'm literally making a change to improve the ability for the people who actually do notice these mechanics to interrupt them, does not influence my mind as to why removal of a stun is a "Bad idea"
Since, I am one of those people that does use the current Stun and Silence skills to deal with various skills, especially during mass pulls. Things like the big serpents at the start of Shisui that do the large AoE attack, I stun them out of it so I don't have to reposition enemies outside of persistent AoE's like Salted Earth/Shadow Flare.
The thing is, any form of interrupt would work against these skills. It's not a case of these skills being unaffected by anything but exclusively stuns. It's just a matter of, Silence doesn't work as they're not spells and there exists no other tool in Tanks kits other than Stun to prevent abilities. But I'm literally suggesting the implementation of a new tool to Tanks kits that will do the same thing, without needing to use 2 buttons in order to have access to an interrupt for Abilities and Spells.




Stun stops an enemy for 5 seconds from attacking you at all.
Well, it's not that necessary, but it becomes handy for example in Eureka when you fight against mutatet monsters 5 levels above you with the wrong element in defense...
Leviathan Ex, the add wich casts fear. Stun it right when it spawns and you have 5 seconds more to burst it down.
Stun the last boss in Qarn Hm when a party member is tethered, so the boss can't run after him and he doesn't turn into a mummy.
A stun is not only an interruption, but also a mitigation tool.
Last edited by Tint; 04-02-2019 at 08:21 AM.
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